jer joined Jun 12, 2008

this is a brilliant release. i'm not sure how many folks out there truly comprehend what is fueling this beast & what is involved in making the gears spin

it's not common for a highly opinionated, self-righteous/highly critical and extremist-high standard bearing hound such as myself to endorse anything, by anyone, anywhere. i may have already "endorsed" this, but since i cant remember if i did, i found it fitting to write a monologue stating what most already know

there is always a time when an irrefutably powerful force of nature demands acknowledgment - this is it. i cant even look at the syntax within sci-fi without wanting to CRY. haha

most impressive on all fronts - and its built from scratch. i highly recommend this to anyone who has heard of or has access to the source engine

indeed, i salute the author, his quality of craftsmanship & his additional & equally admirable informational contributions to the entire community which indirectly served as a mentor to many of us - paving the way for late bloomers such as myself & casual/avid users alike!

can't tell you much about CSS issues and the update, i removed it ages ago once i realized i was needlessly mounting it & that counter strike wasn't needed or essential for any of the actual features that smod has, other than adding it's retail maps to smods maplist

that's a link to a patch created for a version thats over a year (close to two?) old, hahahah, i understand you want to help dude, but if anyone uses that..it'd be like trying to pour bleach on an open wound rather than disinfectant

hang in there, am on the right trick with packaging and critical fixes needed to make it feel 'identical' to the original version before the update, single archive, download & extraction and barely any file size increase

in other words, if you're just a fan of SMOD you will enjoy it just as you did before and notice absolutely no difference (thats great), just need to finish the adjustments to critical "resources" & actually get an entire play through for the sake of testing

yeah...i know, its pretty terrible. using ep1 as a base changes a lot of things with visuals all together. the vertex lighting in this engine doesnt handle the texture compression i used for the original hl2 engine well at all. when i drop the "full build" for this engine base, we'll probably see between 80-120MB overall filesize increase unfortunately. it's still not so bad considering wealth of custom content the mod has, but certainly a pain in the rear to start converting and testing

hey there, hadnt been through comments in a while, the song that comes at the HEV suit scene is from the babylon a.d. soundtrack, some movie that flopped but had some fitting tracks in there, some of the songs i cant even remember where i got from anymore haha, but yeah that one is from that movie

you are not alone in this, i tried to weigh out pros and cons to disabling the autosave and determined that the chance of a few particular bugs cropping up would cause more Problems & confusion especially to "casual" gamers who wouldn't understand the specific events that lead up to them by explaining it an friendly context, only an smaller percentage of users would fully be able to grasp with complete understanding

if this is ruining your experience, you can re-enable AUTOSAVE by going to

ah that was what i constantly ranted about during creation, was having 1 to 2 unique weapons with custom ammunition types and functions, however i never had time to complete, i have several videos tucked away with a 'harpoon/stake-like gun' (couldnt get script to function the way i would of liked) and the other was sort of a spread shot energy burst with an awesome muzzle flash that created a huge physics blast causing enemies to crunch against surrounding environments (bone cracking sfx are bad ***), i just had to wrap things up quickly and finalize cause of priorities you know? thanks for the feedback dude :]

"is the mod dead"
not dead, but on pause for a bit, i've enjoyed being a gamer again recently and would like to hang on to this "break" for a while longer, i do have plans to move this to episode 1 campaign though, we'll see if it generates interest, if it can be done "properly" (considering appid 215 is pretty sketchy and numerous fixes have to be done to be able to run the mod properly, 220 is the default which is the version you all have now)

i disabled a lot of "fallback" syntaxes in certain .VMT files (the stuff that tells the engine how to render a texture or effect) due to a few personal issues on my end, this effectively made the mod pretty unfriendly to anyone trying to run this in direct x8 or bot supporting the latest dx9 that ep1 engine uses, pretty much i left people with lower end machines/certain laptops out to dry, and im really sorry for this

maybe with time i can add the DX6, 8 etc compatibility stuff, including a lowspec config that disables a lot of effects in the "highend.cfg", but i was just anxious to get it working and released, so you have my sincere apologies buddy